X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fenvironmentmap.h;fp=source%2Feffects%2Fenvironmentmap.h;h=20c6779abf4ef3672f556e51531455f2edb56ff3;hp=4338581648b5b05917f48d8024ff98fc14bc56ea;hb=190a7e11237351f6b730c28f7b16f183e8adc69c;hpb=be6ffe96ecb4707599fe1a6f620c348760213d46 diff --git a/source/effects/environmentmap.h b/source/effects/environmentmap.h index 43385816..20c6779a 100644 --- a/source/effects/environmentmap.h +++ b/source/effects/environmentmap.h @@ -16,13 +16,17 @@ class Mesh; class Sampler; /** -Creates a cube map texture of the surroundings of the renderable. This texture -can then be used to implement effects such as reflections or refractions. +Creates a cube map texture of the surroundings of the content renderable, for +use in image-based lighting. Also called a light probe. -If the EnvironmentMap is used in a Sequence, it's worth noting that the cube -map will be prepared outside of any rendering pass. It's recommended to use -another Sequence to define which passes should be used to render the -environment. +The cube map can optionally be prefiltered for varying amounts of roughness. +An irradiance map for diffuse lighting is also created. + +The EnvironmentMap won't be rendered inside its own environment. This avoids +artifacts if one is used to create reflections on a complex object. + +The shader fragment common.glsl provides interfaces to access the environment +data. */ class EnvironmentMap: public Effect { @@ -86,9 +90,15 @@ protected: unsigned update_delay = 0; public: - EnvironmentMap(unsigned size, PixelFormat, Renderable &rend, Renderable &env); - EnvironmentMap(unsigned size, PixelFormat, unsigned, Renderable &rend, Renderable &env); + EnvironmentMap(unsigned size, PixelFormat, Renderable &content, Renderable &env); + + /** Creates an EnvironmentMap with prefiltering for varying amounts of + roughness. Levels specifies the number of prefilter mipmap levels and must + be valid for the size. */ + EnvironmentMap(unsigned size, PixelFormat, unsigned levels, Renderable &content, Renderable &env); + /** Sets a fixed position to render the environment map from. This can be + useful if the content renderable does not have a model matrix. */ void set_fixed_position(const Vector3 &); void set_depth_clip(float, float);